Yes, I understood that. Your argument makes sense. The trouble is, they made this change because of all the situations on the other side where Help only makes sense if the helper knows what they're doing. I'm sure you or I (or someone else) could come up with as many (if not more) scenarios where that would be true as you managed to do here for your case.
Right, which is why I like the change to the rule that says "
The DM has final say on whether your assistance is possible." This covers those instances when it doesn't make sense. If it only makes sense in this scenario that the person aiding has to know what they are doing, the DM can kibosh it. I'm far happier with DM fiat stepping in and saying "Sorry, this doesn't make sense." rather than having to put them into the situation of "Well, the rules say no, but this makes sense, so I'll allow it."
Which is more common? I guess it depends on playstyle, a bit, and also on how helpful you want the Help Action to be. With the changes to Guidance, it seems like they might be trying to make additional bonusses (like extra d4's and Advantage) a little rarer than they can be in a lot of games. Perhaps full-on advantage for Help is a little much for just an extra pair of hands. Perhaps it's not so much that the extra hands don't help narratively (even if they don't help mechanically) but that they don't help enough to grant *advantage (a big bonus).
I agree with you that is what they seem to be doing, I'm just not sure it is a good change. It seems to be... I don't think "siloing" is the correct term, but it seems to be pushing the game towards a model where only one person is involved in the skill check most of the time.
In a way, this is a solution to the problems with the Inquisitive Rogue, who has a level 9 ability to give them advantage on Investigation checks, or the general power of familiars to grant advantage on skills. But I think it ends up making it even harder to encourage group play. If you don't have a skill proficiency you think applies, you just tune out of the situation, because you cannot in any way assist. Having Guidance means you only are going to pay attention until you use it once. Bardic inspiration is far more limited. It feels like moving from an (admittedly not perfect) paradigm of "okay team, how can we do this" to "I work alone"
And I don't think that's a good direction.
See, here you are advocating for Advantage being easy to get. Any hands will do.
Out of curiosity, do you use the optional Flanking rules? I don't, because in spite of feeling that multiple attackers (I've experienced it IRL) is a dangerous place to find yourself in, I think that Advantage is too good. Besides, you're pretty much screwed in D&D when you're surrounded anyhow.
I've used them before. Not using them currently but I've always enjoyed how they encourage people to think about where their allies are and how to work together with them.
Notably, this brings up the second portion of the Help action. In combat, Help is unchanged. Have an action, use it, advantage on an attack. No need for an additional restrictions. It is only in skills that it has become more limited.
You're mistaken here. It says "Choose one of your Skill Proficiencies and one ally who can see or hear you. You give Advantage to the next Ability Check that ally makes with the chosen Skill.
Ah, mixed up who was choosing which skill.
So, yeah, now it is only possible to get advantage with two trained individuals working together. I really don't like this.